• Title/Summary/Keyword: 문화콘텐츠기술

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Development of Augmented Reality Framework for Augmenting Information of Relics on Cultural Products (문화상품을 활용한 유물 정보 증강현실 프레임워크 개발)

  • Kim, Ki-Hong;Yu, Jeong-Min
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.363-365
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    • 2019
  • 본 논문은 4차 산업혁명 시대에 발맞춰 문화유산과 최첨단 ICT 기술을 이용한 연구로 문화유물에 대한 대상으로 제작된 문화상품을 증강현실 기술로 유물의 가치와 우수성에 대한 정보를 사용자 맞춤형 기반 유물의 다양한 메타데이터를 전달 할 수 있는 시스템을 제안한다. 문화상품을 마커로 인식하는 마커리스 기술로 정보를 인식하여 장소와 상관없이 문화유물의 특성을 알리고 효과적으로 널리 알리는 기술적 방법을 제안한다. 이와 같은 형태의 증강현실 기술로 문화유물에 대한 가치를 전파하고 문화유산의 유형에 따른 콘텐츠의 특성화 방안을 제안하여 교육용 산업용 홍보용 등 다양한 사용 목적에 맞게 대중화 실현에 기여하고자 한다.

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Analysis of R&D Efficiency according to the Characteristics of National Research Projects in Culture Technology Sector (문화기술(CT) 분야 국가연구과제 특성에 따른 R&D 효율성 분석)

  • Yoon, Sangpil;Son, Hosung
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.383-392
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    • 2022
  • Culture technology is contributing to the creation of new values through convergence with other industries. The government is also actively investing in R&D in this field to secure competitiveness. In this study, the R&D efficiency of culture technology is analyzed by characteristics. Data envelopment analysis and non-parametric tests are performed on 968 national research projects in 2016-2019. As a result, it is confirmed that there are a difference in R&D efficiency according to the characteristics of national research projects in culture technology sector. This suggests that when planning national research projects for culture technology, these characteristics should be taken into consideration and strategically promoted.

A Study on Innovative Corporate Culture Analysis of Global Content Company Google: Focusing on 7S Model (글로벌 콘텐츠 기업 구글의 혁신적 기업문화 분석: 7S 모델 중심으로)

  • Lee, Junghwan;Han, Eoksoo;Jeong, Synyoung
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.431-432
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    • 2016
  • 많은 기업에서 기업문화(Corporate Culture)를 개선하는 노력을 진행하고 있다. 그 동안 기업문화라고 하면 회사 내 임직원의 사고방식이나 행동에 영향을 주는 단순한 분위기 정도로 인식되었지만, 이제는 시대에 맞지 않는 기업문화가 기업 성장에 걸림돌로 작용할 만큼 중요한 부분이 되고 있다. 이와 같은 변화 가운데 본 연구는 창의와 혁신의 경쟁 시대에 보다 바람직한 기업문화 개선을 위해 글로벌 콘텐츠 기업 구글의 혁신적인 기업문화에 대해서 분석하였다. 특히 다양한 사례를 조사하는 과정에서 본 연구는 기업문화 분석 Frame이 되는 7S 모델을 활용하여 Strategy, Skill, Shared Value, Structure, System, Staff, Style 관점에서 조직의 내부 특성을 분석하였다. 본 연구를 통해 글로벌 콘텐츠 기업의 차별적 경쟁력을 배우고 이를 바탕으로 국내 기업이 기술적 역량을 강화하고 시장을 개척해나가는 선도자(First Mover)로 변화하는 기업문화 개선이 있기를 기대해 본다. 자사의 기업문화(Corporate Culture)를 개선하기 위한 노력을 진행하고 있다.

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A proposal of a Non-contact Interaction Behavior Design Model for the Immersion of Culture Contents based on Non-linear Storytelling (비선형 스토리텔링 전시형 문화콘텐츠 몰입을 위한 비접촉 인터랙션 행위 디자인 모델 제안)

  • So Jin Kim;Yeon Su Seol
    • Smart Media Journal
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    • v.12 no.1
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    • pp.77-91
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    • 2023
  • Interaction methods and technologies for mutual exploration based on user behavior are evolving variously. Especially, in recent years, with the development of a wide range of sensors, they have developed from contact to non-contact methods. However, developers' senseless definitions of the interaction methods have made the exploration process quite complicated, which rather creates the hassle of users needing to learn the interaction guide defined by the developers before experiencing the exhibition contents. In this context, in order to make visitors smoothly communicate with exhibition contents, a preliminary study on easy interaction for users of various ages is needed, and in particular, research on improving the usability of user interaction is also essential when developing non-contact exhibition contents. So, in this study, a method to reduce the confusion between developers and users was sought by researching non-contact interaction that could be universally interacted with in the field of exhibition contents and proposing behavior designs. First, based on the narrative structure of cultural resources, existing studies were reviewed and the points of interactions as cultural contents were derived. Then the most efficient search process was selected among non-contact behaviors based on hand gestures that allow users to naturally guess and learn interaction methods. Furthermore, on the basis of the meaning of non-linear narrative-based interaction and the analysis results of spatial behavior elements, affordance behavior with high learning effect and efficiency was derived. Through this research process, an action that helps users to understand non-contact interaction naturally in the process of exploring exhibition-type cultural contents and to utilize non-contact interaction in the process of immersion in exhibition contents is proposed as a final model.

A Study on Efficient Compatibility Testing for Development of VR Contents (VR 컨텐츠 개발을 위한 효율적인 호환성 테스팅에 관한 연구)

  • Kim, Sang-Beom;Lee, Ha-Rim;Lim, Woo-Jin;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.69-70
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    • 2019
  • 4차 산업혁명 시대의 핵심 기술 분야라고 불리는 가상현실(Virtual Realityl VR)/증강현실(Augmented Reality; AR) 기술은 그 동안 IT 시장을 주도해 온 스마트폰 시장이 포화상태에 도달함에 따라 주요 IT기업들의 차세대 비즈니스로 떠오르고 있으며, 미디어 플랫폼인 VR에 대한 연구 또한 계속해서 진행되고 있다. 또한 최근 들어 디스플레이 해상도가 높아지고 PC의 성능이 좋아지면서 많은 회사에서 VR 콘텐츠에 대응하여 VR기기를 출시하고 있다. 하지만 아직까지 VR에 대한 호환성 테스팅 방법은 제대로 제시되지 않고 있는 실정이다. 따라서 본 논문에서는 연구를 통해서 효과적이고 효율적인 호환성 테스트 방법을 제시한다.

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A Study on Availability of AtoM for Recording Korean Wave Culture Contents : A Case of K-Food Contents (한류문화콘텐츠의 기록화를 위한 AtoM 활용 방안에 관한 연구 K-Food 콘텐츠를 중심으로)

  • Shim, Gab-yong;Yoo, Hyeon-Gyeong;Moon, Sang-Hoon;Lee, Youn-Yong;Lee, Jeong-Hyeon;Kim, Yong
    • The Korean Journal of Archival Studies
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    • no.43
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    • pp.5-42
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    • 2015
  • Korean wave 3.0 is focused on 'K-Culture' which includes traditional culture, cultural art as well as existing culture contents as a keyword. It considers everything about Korean culture as materials of Korean wave culture contents. Since Korean wave culture contents reflect contemporary social aspect, it needs to preserve those contents as archives and records which have the important value of evidence. With this social environment, this study aims to implement RMS based on AtoM that manages various kinds of Korean wave culture contents through analysis of management situation of those materials. Recently, it is in progress individually to manage them through organizations dealing with korean cultures such as K-Pop, K-Food, K-Movie. However, it has problems in accumulating information and reproducing high quality contents because of lack of coordination among organizations. To solve the problems, this study proposed RMS based on open source software Access to Memory(AtoM) for managing and recording Korean wave culture contents. AtoM provides various functions for managing records and archives such as accumulation, classification, description and browsing. Furthermore AtoM is for free as open source software and easy to implement and use. Thus, this study implemented RMS based on AtoM to methodically manage korean wave culture contents by functional requirements of RMS. Also, this study considered contents relating K-Food as an object to collect, classify, and describe. To describe it, this study selected ISAD(G) standard.

Development direction of emotional contents through analysis of successful cases from applying emotional technology (감성기술 적용 성공사례 분석을 통한 감성콘텐츠 개발 방향 연구)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.15 no.1
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    • pp.121-132
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    • 2012
  • Recently, interest in emotional technology has escalated and its application has extended to many fields, from both an industrial (product) and service (culture, tourism, medical, education, advertising) perspective. Moreover, culture has become a fundamental aspect of modern industry, playing key roles in: gaming, exhibitions, performances, sports, tourism, design, edutainment, as well as various content distribution industries. The prospect of applying emotional technology for cultural content industries makes up for more than half of the 'plan-manufacture-distribution-marketing' process, and thereby also serves as driving force for the growth of a nation. The primary objective of the following research is analyze successful cases from the past through utilization of emotional technology, and to speculate on efficient directions for future research into developing emotional contents. To achieve this, some of the key terms have been defined and elaborated for the sake of clarity. The terms are as follows: emotion, emotion engineering, science of emotion, emotional technology, and emotional contents. Furthermore, studies were conducted based on the six different fields surrounding CT R&D to observe how projects involving emotional technology have succeeded both on a national and global scale. Based on this analysis, this research aims to develop personalized 'Concierge' service-providing contents, contents designed to maximize performance ability of humans, and contents that could be controlled simply via emotion to effectively spread the culture of Korea by focussing on 'fusion' content development. The following research data may hopefully serve as a basic reference to industries navigating towards emotional content development.

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A study on the development of a block chain etherium technology for digital contents transaction (다기업간 디지털 콘텐츠 거래를 위한 블록체인 이더리움 기술 개발 관련 연구)

  • Min, Youna;Min, Beyoun;Baek, Yeong tae
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.413-414
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    • 2019
  • 국내외 기관 및 기업 간 거래를 위하여 블록체인기술 적용이 활성화되고 있다. 특히 국내의 문화 콘텐츠의 다국적 기업대상 거래 시 블록체인을 통한 스마트 컨트랙트 기술로 거래의 투명성과 안정성을 높일 수 있다. 본 논문에서는 디지털 콘텐츠 거래를 위하여 블록체인 이더리움 기술을 활용한 스마트 컨트랙트 적용 방법을 제안한다. 구현된 기술을 통하여 다기업간 신뢰성 있는 디지털 콘텐츠의 거래를 가능하게 하고 국내외의 문화 콘텐츠 거래를 활성화 할 수 있다.

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The Study of an Extended Cultural Dimensions Index based on the Content (콘텐츠 중심의 확장형 문화 차원 지수 연구)

  • Oh, Jung-Min;Moon, Nammee
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.9
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    • pp.77-84
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    • 2013
  • There are lots of tries to make a combination between the technology development which is fast arisen and cultural phenomenon which imply in it. We called this research area as the cultural computing or cultural modeling. In this paper, we examine the cultural user interface design, especially cultural design structure based on the contents considering the research trend of the cultural modeling. To design of the contents based on the culture, there is a need to draw a structure of the cultural feature for the contents. To do this, we combine Hofstede's cultural dimensions model with the data of contents and then we suggest cultural index of content(CiCo). Furthermore, we draw national index of cultural content(NiCC), through conjoining CiCo with preference pattern of content consumption for the nations. Suggested CiCo and NiCC are based on Hofstede's model, however they are improved approximately 10% of the explanatory of model than the Hofstede's.

The Usefulness of Forced Connection Method & Semantics as a Content Planning Tools : An Autoethnography on Planning Process of KBS Current Issue Program (콘텐츠기획 방법으로서 강제연결법과 의미론의 효용 : KBS<단박인터뷰> 기획과정의 자기 문화기술지를 중심으로)

  • Hong, Kyung Soo
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.38-47
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    • 2018
  • Even though there are many discussions about how to plan new content, it is difficult to find the discourse about planning new content in media academy. I tried to check how useful the semantics is in planning new content by autoethnography and how liberal art approach connect with content production field. As I had had no experience of making new current issue program, I chose forced connection method to develop new program's title 'Danbak'. By listing the meaning of 'Danbak' which means 'at once', 'without delay', 'on the spot', 'frankly', I could arrange new mechanism for the program and decide whom to invite and this could be called content planning method by semantics. This is the result of forced production environment characterized by short period for planning and small team and it shows that liberal art approach is useful enough.